Wow classic hit cap reddit Is the in game tooltip just wrong? I was wondering if expertise might also have any effect on the A community for World of Warcraft: Classic fans. There is a soft crit cap and a hard crit cap Soft crit cap is based on white attacks and hard crit cap is based on yellow attacks. For white attacks with 305 weapon skill you need 25% hit to cap. The hit cap for your "white" (auto-attack) hits is 24% which of course is pretty much never going to happen. Tldr; Weapon skill gained from such racials as Weapon, and Axe specialization (Human Racial) will give a massive 3% hit towards your hit cap. 2% below the 17% spell hit and be fine if you are picking up extra mastery and/or haste for that trade, and generally it is better being slightly under than over since you are already going to be so far above the 8% melee hit requirement. However I think it's worth to mention that if you plan on dualwielding in pvp it could be wise to consider going even higher, like +8%, in order for your off-hand auto attacks to hit more frequently. Thanks in advance. The famous "9% hit cap” assumes 300 weapon skill vs a level 63 creature. You can make your OH hit like a yellow by casting and cancelling HS when it’s about to hit, which I think makes the hard hit cap 6%. In an extreme example to demonstrate the concept, you would not trade 100 agility for 1 more hit rating in order to reach cap. 4% if attacking from the back and the target has no +defense. Is 9% the hunter hit cap % in classic? Is that possible to achieve in all phases without the sure footed talent? The hit needed for lvl 62 trash is 6%. Hello, I'm playing Enhancement Shaman in Classic and I've begun collecting my pre-raid BiS. Casters need 3% hit to reach cap against equal level enemy and 16% chance to reach hit cap against 3 level higher enemy. Reply reply Skill-issue-69420 Your racial (305 wep skill instead of 300) means that your hitcap for yellow attacks is 6% instead of 9%. you need 3% to have a 99% chance to hit a level 70 mob and 3% for every level above that. Target level 63 = 17% chance to miss. The crit cap is affected by your hit%. NOT LESS. These gear changes brought great haste and crit increases, but now I am feeling very far from spell hit cap (366). I'd say hit has a place, but considering you naturally gain more hit the more geard you get I wouldn't really worry about it too much. For fury warriors, reaching crit cap is MUCH better than having a higher hit% and hitting more autos. How to calculate hard crit cap (yellow): With 305 Weapon skill: crit cap = 100% - 6% miss - 6% dodge + your hit% How to calculate soft crit cap (white): Hit rating requirements: When fighting a level 63 mob (all bosses in classic wow) the hit cap is effectively 9% for yellow swings. I'm sure there's a graph somewhere. Raising weapon skill lowers the hit cap. In wotlk there are no crushing hits they removed it. After all it's about the journey and not the destination as they say. Where else can I get 3% hit from? I’ll have the epic shoulders after this Sundays raid so I guess I only need 2% more hit to cap at 6%. There is a base 1% chance to miss which I am unsure whether it can be negated by more hit. 5x hit). Full buffs mage and wl hit 1500 or so, rogue benefits the least at 1200, and fwarr the most, topping 2k. Even in classic for targets 2 levels above you, or if you had +5 wep skill and were fighting against a target 3 levels above you), and it'll likely remain the same since we all get +5 weapon skill next phase. 12 PV servers u used to need 9% hit. Which made it 8%. So basically the BFD buff and oil would be enough to get me capped with out having to talent for it? e. a level 63 target. 2%. 305 weapon skill and 6% hit is the standard requirement. So outside of fighting a raid boss, you only need 3% hit (79 hit rating). With full T2, Ashjre, worldbuffs and bizznik scope you will do an average of 1029. The problem is, fwarr is the most gear-dependant dps in classic, and until you are hit cap you won't even pull more than 300, and will be forced to tank until you get a near-bis offset for fury dps. 2% of the attacks. Now do some magic (other people call it math) and you will know how much hit you need. Hit cap for MH melees and specials is 8%, spells 17% and OH melees are 27% The amount of hit rating you need per class/spec varies as they get more from different talents, but generally you’d like to aim for the 8% for physical classes (most melee + hunters) to ensure white hits aren’t missing and 17% as a caster to ensure spells aren’t missing. White hit cap is ~19% higher, except when you have heroic strike queued, in which case your offhand effectively counts as one weapon (so you don't suffer the dualwield hit penalty). This does not change with 5 weaponskill. Target level 62 = 6% chance to miss. You shouldn't try to look for spell hit no matter what; just look at hit in it's conversion to spell power. I have a good rotation and use weakauras and Hekili addons. With 305 that hit cap goes down to 6%. As for white attacks (melee swings), the hitcap for 2h is the same as yellow attacks (aka abilities). Members Online I leveled my druid from 80 to 85 purely by archeology trying to get the dwarf caster staff, and I still don't have the dwarf caster staff Expertise is 6. A "soft" hit cap of 5-6% is needed in order for your yellow hit (abilities/spells) to hit targets that are level 60. Elemental Shaman receive 3% hit from talents as well. Not having hit is a huge problem I would suggest getting benthok/live strat neck and all bloodline (including goggles which are not that bad for this meme spec) + w. Yeah, i don't know why people are downvoting. 5% chance to Hit is needed for cap. 12 that explicitly adds a modifier that causes the first 1% of +hit gained from talents or gear to be ignored against monsters with more than 10 Defense Skill above the attacking player’s Weapon Skill. You do not need to hit cap but getting to like 12% ASAP is important to being low end viable, assuming you are healing. One could, with the right gear, get around 12% hit as fury/prot. At 60 when bosses are 3 levels above it goes to 16%. For some reason I've noticed that mobs are still 'dodging' my abilities, even past hit cap. The only time you should have Shield Block downtime against a raid boss is when the boss flurries or uses a melee-based special. Members Online I leveled my druid from 80 to 85 purely by archeology trying to get the dwarf caster staff, and I still don't have the dwarf caster staff You do not NEED to reach hit cap on a Rogue. i Elemental Precision or Arcane Focus Most hit items you'll see in raid tend to be dps oriented (ie, "threat gear"), meaning a classic tank will have an extremely hard time getting anywhere close to hit cap. 561K subscribers in the classicwow community. As a mage how important is spell hit when it comes to raids? Is there a specific hit cap that needs to be prioritized over +spell damage gear? For example, Mana igniting Cord from Molten Core gives 25 spell damage and 1% spell crit, would this be a viable replacement for ban’thok Sash which gives 12 spell damage and 1% spell hit. 9% hit in PvP equip + 3% from talents, so way over the cap and I am still missing a lot of spells. The Spriest etc Hit rating bonus is for spells while you have some spells that benefit from it being active. 3% chance to Hit is needed for cap. once you hit 58 in classic, you can get a quest to go through the dark portal and head to Here's a post I made with a related question. For others, like Affliction lock, hit cap is 100% needed and is your most important stat until you're capped. 6. Some classes, specifically some melee and all tanks, don't need the hit cap. Assuming you're level 60: Target level 60 = 4% chance to miss. For info - I'm a human sword rogue with 308 wep skill with 5% hit on gear and an additional 5% from talents. 649 in the case of mjolnir’s runestone. Even taking into account herioc stroke que'ing, which you can't keep up 100% of the time. For example, a human using swords with 310 weapon skill would only need 5. I have hit the gold cap! 16% spell hit is cap for casters. BiS lists of course value hit very highly because until you reach hit cap it's the second most important stat after weapon skill. Defense stat of a 63 would also be 315. If you exclude BWL gear it’s possible to get 4% from bloodvine set, 1% from head zg enchant, 1% from cloak of consumption (drops from Hakkar in zg), 1% from those blue gloves that drop in ZG, 3% from rings (zanzil’s band/zanzil’s seal and the 2 set bonus of those rings), and another 1% from putting a 2nd zg enchant on your bloodvine pants. We def wont be able to in P2 with Uld. Greetings guys, I've read that the hit chance cap in PvP is 5% for warriors - I'm assuming this is for Arms when wielding a big fat 2H weapon. as far as I know this only applies to white hits, yellows shouldn't miss so long as you have 9% so I'd imaging there isn't a crit cap on those, the soft crit cap is based off of white hits and how many you're going to miss because the crit roll is calculated after the hit roll for attacks so if your hit is a miss it's a missed chance at a crit A community for World of Warcraft: Classic fans. Going past this will give you no additional returns during the trinket’s uptime. Soft hit cap is 9%, 6% with EG. Members Online Wake up honey, new Cataclysm Classic loot exploit just dropped (kill heroic raid bosses multiple times in the same id due to them respawning) A community for World of Warcraft: Classic fans. 8 weapon skill in this situation is worth about 0. You have a 5% chance to miss against a mob or player that has the same defense as your weapon skill (so the same level, or one up for human or orc with their racial, or for hunters the dwarf and troll racials). I believe white crit cap is 34% + hit chance (so 40 when 6% hit) - however crit cap tends to be a little overblown because if you’re at >40% crit you should be pretty much full rage the entire fight and allow you to keep heroic strike que’d which reduces your chance to miss with your OH by 18% and raises crit cap to 58%. Can someone explain to me how there is a cap to crit and how extra hit raises it? I'm a warrior if that has anything to do with your explanation. Members Online If I could change one thing right now it would be that auction listings couldn't be changed if they have a bid on them. View community ranking In the Top 1% of largest communities on Reddit. Its my first time playing classic wow and also my first time playing druid my guild needs tanks and I'm gearing for my pre bis for MC all the gear I see though doesn't have any hit rate (except for devilsaur set) could some one point me in the right direction or does hit cap not matter for bear tanks? It does according to Wow Parry. Think of hit from your gear as “boss spellpower” where 1% hit is generally about the same as 12 A community for World of Warcraft: Classic fans. What this means is that the soft hit cap against bosses is 16%, that the hard hit cap is 17% and that hard hit cap is unattainable because there is a 1% unavoidable chance for your spells to be resisted by any creature or player in the game, regardless of the target's level and your spell hit chance. So far I've seen two variations of this and they both have +6% hit rating on items across the finished build due to +3% hit rating from talents. 1%. askmrrobot. With Orc passive weapon skill, you have a 15% damage penalty on your glancing blows and a 6% hit cap (normally 35% damage penalty and 9% hit cap) but with Edgemasters AND Orc passive weapon skill you only have 5% glancing blow damage penalty and 5. 66-0. See full list on forums. A large majority of your damage as a rogue is from white hits. ). 6% is the soft hit cap for every melee atm, warriors included (It has always been the same. Bosses are lvl ??, but counted as lvl 63 for all calculations, and requires 9% hit, unless you have 5+ weaponskill, and only need 6%. Members Online I leveled my druid from 80 to 85 purely by archeology trying to get the dwarf caster staff, and I still don't have the dwarf caster staff There are two hit caps, a soft hitcap which guarentees abilities to hit, and hard cap which guarentees autos to hit. For a human using swords (or some other weapon skill increasing items for other races) that goes down further. 8% is hit soft cap (yellow hits). If you can use talents with %hit as part of your normal build, go for it. Since auto attacks are a large part of your damage, it's still beneficial to get up to 24% total. If you are in the area between poison hit cap and white hit cap I wouldn't worry about hit. I am consistently doing poorly in raids compared to other Warlocks even if I switch my spec to Affliction. At 300 weapon skill you need 9% hit on 63 mobs. At 305/300 weapon skill the hit cap is lowered to 6% for special attacks. Yes, a combat rogue will be 1% hit away from his ability hit cap with just talents. 4 weapon skill is very good due to glancing blow, hit is not nearly as good, while still very good of course. Skill only reduces the penalty. Hit cap right now is 5% because bosses are 2 levels above. 5%. Get melee cap, and be happy. EDIT: This link showed me exactly what I wanted to know. I remember needing 16% spell hit in raids and 3% in PVP on my casters. Not 100% sure but I think the hit cap in PVP is 3% or 5%. 17% Hit cap -3% Arcane Focus (only applies to arcane spells) -3% Elemental Precision (for all spells) -3% if shadow or balance Druid in raid -1% if Draenei is in you group For each 1% hit you need 26. I thought hunter were meant to have 0 ranged miss at 9% hit. You can realistically be up to like . 12 instead. I am 99% sure there is no good way to hit the hit cap and expertise cap in phase 1 tho, the closest I’ve been able to get was around 24% hit and 5. 1400 is arp cap. With access to all gear you end up with 10-14% which is clearly overkill as anything above 6% only affects your off hand and is thus next to useless. Thats when we go full chonky boy. The crit cap is 100-(5-hit%)-dodge%-parry%-block%, likely meaning a crit cap of ~94. So without FULL world buffs and full consumes, you're never going to reach crit cap. AFAIK, spell hit cap for BFD bosses are 5% as per my research. 1% hit roughly provides the same amount of dps as 35 atp. Really depends on what class you're playing. To have an exact answer, you must SIM your gear and each upgrade indepentaly, there you'll have an exact result of how much DPS each item gives you. The statement of "You always need 6% hit is wrong". You should never, for example, wear star of mysteria over choker of the firelord because 1% hit is never going to convert into more than 34 spell power. No they won't need hit you can do it 96% of the time with 0 hit gear the mobs are level 60 meaning that to be hit capped you'd need 3% but in reality 3% is nothing you're 96 times out of 100 going to get the mind control off anyways without any hit. (pve) I know this is a troll, but the idea of a defense "cap" in Classic is stupid. You need 8% for the soft cap which is pretty much mandatory. Every % oh hit post 6% increases your crit cap by a %. It's still useful while leveling, even though the hit cap is lower. Also remember that additional hit above 6% can help you avoid being "crit capped" -- if you have too much crit and not enough hit, your crit chance on white attacks is reduced (only a "hit" can crit (i. As for hit after that yellow cap: It's still a good stat. Every point of weapon skill after that reduces hit cap by 0. If I remember correctly there isn't much benefit from weapon skill past +5 so you'd mainly wanna use the belt to run swords/maces and run something else to cap on hit. Gem str, get ur hit rating up and have some fun parsing, especially if you are the OT. Regarding hit, going you can't view it as 'only' a 6% or 8% increase you have to view it as going from missing 1 out of 11 attacks (91% hit) to missing 1 out of 100 attacks (99% hit ala hit cap). Dual wielding incurs a huge hit penalty on white hits, but thanks to the heroic strike bug warriors essentially don't aim for hit past their yellow cap. And with 40% crit you will need more hit to cap crit. Hit is still king for rogues, though. People telling him to get 6% hit total are just flat out wrong for pve. Your arp “soft cap” is 1400 minus the arp value from your trinket proc. Still it's not wholy useless. Hit rating simply becomes worthless as a stat once you are above the cap. And even hit capped there's still a 1/100 chance you fail the mind control. Hey all! I was moving some gear around this morning and noticed a discrepancy between my character's stats and what I had read about hit cap. The hit cap for specials vs a mob 2 levels higher (REGARDLESS OF WHAT WEAPONS YOU USE) is 6%. For raid bosses, the hit cap is 16%, and every 1% of hit adds damage equivalent to 12 spellpower. 5% hit to 11 votes, 12 comments. And in AQ you have so much hit gear. 2% hit. Hit in itself is superior to crit due to hits unlocking the potential to crit, but since auto attacks only make up about 55-60% of your dps, hit after yellow cap is weaker than crit. It’s fine to go over this as it will increase the number of white hits that connect but it’s 1%, not 2% for soft cap. Can you please remove the need for multiple people for lower level runes it's always the same. Members Online P3 prequest sheets done for dungeon spammers - 388k xp for Horde and 457k xp for Alliance 8% melee hit if you are obliterate frost, 17% spell hit if you are playing mastery frost. Generally item level is king and you’ll often find that the combination of gear that gives the highest ilvl and hovers around the hit cap for the spec you play will be the best dps. For an enemy 2 levels higher than you, 5% Spell Hit is needed to cap. 8% hit. But with the help of some hit focused gems I'm able to just barely exceed the 263 hit rating cap. Contents for those on phone: "After a successful parry, the defender's "swing timer" is reduced by 40% of your weapon speed (or even reset), unless this would result in a reduction to less than 20% of your swing time remaining. Don’t think you can have too much crit without raid gear in this phase, although I could be wrong. 300 weapon skill and 9% hit just doesn't compare to 305 and 6%. If you are min max and have to pass an orange socket or something, usually haste or crit is very slightly better at this gear level. The more hit you have the less it’s worth so find the mage discord spreadsheet to input your stats to find out how much it’s worth to you. It depends on your other stats obviously. Get the Reddit app This means that the so-called “hit cap” is in effect 9% rather than 8% for a player Tbh for feral, hit% is not really something you want to aim for like other classes. For an enemy 3 levels higher than you, which is the case of raid bosses, 16% Spell Hit is needed to cap. 3 dps. Members Online Aggrend on datamining: This is my normally scheduled check-in to again remind you that you'll see things datamining 1. That cap is at 6% if you have your +weapon skill in order. The last 1% hit on gear would be worth less though, as it would only cover 0. 5% chance to miss yellow attacks with +5 wep skill against a mob 2 levels higher if you get +5% hit from gear you will have a 0. Good start. It will also reduce the glancing blow penalty from 35% assuming you have 300 weapon skill, to 15% with 305! For PvP, the hit cap is 4% for single weapon white and special attacks or 23% for duel-wielding whites, unless the target has +defense. e. 75 crit = 1% hit. Since you are starting to clear HM on 25M I would expect your raid DPS is not that bad and threat will start to become an issue as they gear up, especially on Hodir and Vezax. Short answer: Hit is good, but you should not sacrifice an abundance of other stats in order to get it. 16% chance to Hit is needed for cap. Most people here are missing this important point. I'm not going to retype it all but for the most part the into is good. I hear it is to do something with crit cap? Something about 1% = 1% crit? Not sure what that means, if anyone can explain With BWL coming next year, there is a lot of good plate gear with hit and agi. If you wasted stats aiming for spell hit cap. With 305 weapon skill, 6% is soft cap. there's a lot of choices in kalimdor and eastern kingdom for leveling but outland and northrend are pretty liniear. Any hit you get above 6% increases your crit cap. Oct 1, 2019 · TL;DR If you have 305 weapon skill you need around 6% hit with yellow attacks or 2 handed attacks / 1 handed weapons (Non dual wield. The hit cap is "9%" Quote from blizzard: There is some code in 1. The 8% is so your melee related effects do not miss. Hit and Resist are different. Some screenshots below show me at just below 8% hit and above it. Just because it's valuable, does not mean you will be able to acquire it easily or reach hit cap. To always hit him (from behind with yellow hits) you need 8%Hit BUT if the difference between your weaponskill and the enemy defense is larger than 10, youll need one more %Hit (9%). For an enemy of the same level as you, 3% Spell Hit is needed to cap. You can grab out if zg. Unless you're world buffed and really going for quick TTK there's n 315 would be the hit lvl of a 63. TlDr is after 1% (you gain 8 effective hit from talents) you don't gain a whole hell of a lot from hit. Reply reply There are 0 plate itens in Gnomeregan that gives hit% for Warrior. Optimally, you want 308 weapon skill, which reduces glancing blow damage to 95%. From what I've gathered, 308 is best for minimizing glancing blow damage and then you would only need 1% hit on gear (so total 6%) t In swapping out gear for the T7, my hit rating tanked hard. 23 hit rating. Fighting a raid boss, you'd need 11% hit (289 hit rating). Crit cap at 6% hit with 305 weap skill is around 42ish%. I have 10% hit right now. Look at the github for most information but short version: 300 weapon skill: 9% yellowcap, 27% white hits 305 weaponskill(or above) 6% yellow cap, 24% white hit. If you want to go above and beyond, 308 weapon skill and 6% hit is the best before you see major drops in overall gain. The Suppression talent is useful but doesn't count as hit. The hit cap for melee (yellow) hits is 8%. Posted by u/daedalus1975 - 1 vote and 22 comments A community for World of Warcraft: Classic fans. From Oto's rogue guide (which admittedly is a bit outdated, there may be a little swing here but not TOO much) these a does anyone know, how much is spell hit cap for regular npcs (60-61lvl) as lvl 60, im wondering how much hit rating is important for farm (not aoe all the time though) gear to optimalize gear Spell hit cap without any talents and / or buffs for any class against a level 74 mob (bosses are ?? But are technically 74) is 16%. I had to recovery my BFD set to have 1% hit at least white I wait to get the leather pants set and some other thing. Official subreddit of Asmongold (as seen on Netflix) aka ZackRawrr, an Austin, Texas based Twitch streamer, YouTube personality, and gaming organization owner and content creator of One True King (OTK), a group of mostly Austin, Texas based content creators and owner of Starforge Systems, selling prebuilt gaming PCs. Members Online Classic WOW devs tell Dexerto they're happy with the GDKP ban and how fast players have gotten over it, STV was made to be entirely PvP focused, and the future of SoD is still up in the air but nothing is off the table. You can't "round it down" . Even with BIS gear, advanced rogues still do more of their total damage from their white hits than they from do their yellow hits (from their abilities). The 6% camp believes the +5 skill at 60 against raid bosses is a bigger deal, obviously, with the 9% camp believing that +5 skill only gives . My overall question is: Is it worth it to be over hit-cap compared to the stats you could gain otherwise? EDIT: added what the 8% hit cap referred to (addition indicated in italics) I'm doing cold blood hemmorage build, and am a little confused about the hit rating at 60, online it says I need 5 percent to hit percent in order to hit all ability yellow attacks, does this mean I need at least 5 pieces of equipment that have +1 to hit? A community for World of Warcraft: Classic fans. TBC Mage Guide - Macros, New Spells Elemental Shaman receive 3% hit from talents as well. 3% hit cap. But there's a reason Sims don't stop valuing hit past soft cap though. I am a Raiding Demonology Warlock with a 5884 GS. And on top of that you will get most of the glancing blow benefits. @60 lvl 440 defense rating wasn't achievable with current gear that we had at the time so def cap @60 while doing bwl aq naxx40 was never mentioned however in tbc we could easily be defense capped and strongly advised to avoid critical hits(2x damage of normal) and crushing hits(1. I’m 2h, have 300wep skill, and 5% hit, yet I’ve noticed some of my white attacks missing in PvP. . 8 dps. The ratio is around 0. Hit has a very finite impact on your dps. Members Online Started playing SOD a few days ago on an RP-server, just got to The Barrens and saw a spontaneous duel circle. The higher your hit%, the higher your crit cap. To make a long story short, why is Taunt classified as a spell, hence it needing the 17% spell hit cap to never miss? Me and the boys were after raid drunkenly pondering whether should our Prot warr glyph Taunt for Algalon (where Taunt misses could be costly) and came to the conclusion that we have no idea I have 17% hit which should be cap for PvE and I am not missing a single spell there in raids. Hit "cap" for rogues is only a soft cap, it's the point where your yellow hits (sinister strike, evis, etc) cannot miss. Hello everybody! We all have our own ways of having fun in classic WoW and enjoying our trip through Azeroth. I play warlock and have 5. Therefore 3% hit from gear is > than the hit calc from 305 to 310. But in 1. This isn’t to say any more hit% is bad as it will still effect white damage and crit caps A community for World of Warcraft: Classic fans. While it's possible to use food/elixir/gear swaps to run at two different hit levels most players simply shoot for the 11% hit number. When I had 6% hit it simmed 1 crit as 20 a Way too much defense there, bring that bitch down to 536 and get urself the pvp shoulder enchant to hit crit cap. You have a 5. You need 1% more hit to be fully capped for yellow hits. , neither a miss nor a glancing blow can crit), so if your chance to hit (which is 100% - glancing blow % chance - miss % chance - dodge/parry The crit cap is definitely a factor. 4% chance to Hit is needed for cap. Pretty sure a "Glancing Blow" isn't a crit. 6% hit puts your crit cap at about 40%. 2%, so you could kinda get away with 5% hit when you have +13 weapon skill, but you would still have a very small 0. The math on the 305 for the 3% been posted a few times on here and sims/parses all confirmed, which is why swords are only running 6% hit as a soft cap before pushing AP harder (in preRaid) easier to hit the 9% in raid gear just b/c of the abundance of hit gear that also maximizes AP for them. 2% chance of missing. Regular auto hits (white damage) come at a much greater hit penalty of 27% at 300/300 weapon skill, vs a level 63 target. Overall you would be swapping 5% hit (above the cap) for 1. 142 hit is cap, get romulo trinket, hit ring, ranged weapon or neck and swap if u have a boomkin, the boomkin still has to cast improved fairie fire on the mob/boss u’re attacking in order for u to require 3% hit less, which is 95. Technically your hit cap is still 9%, but if you only have 8 hit chance you will only miss 0. But even then u dont need all that defense. I will lose 1 hit when I switch from T2 to T3 pants (ZG enchant on T2 pants, have tokens for T3 pants and another falcon's call, just need more gold for mats) Right now extended stats is showing 0 miss at 10% but when I remove a hit item it shows 1% miss. This is due to the bosses defense skill of 315 and your weapon skill of 300, the delta (change) between the bosses' defense and your weapon skill is 15 and this adds a 1% hit modifier. TBC Mage Guide - Macros, New Spells Since I regularly see confusion about the hit cap, I decided to do this quick PSA. I've tried finding a definitive answer but no matter where I look, there are arguing camps that defend either 6% or 9%. Improved Shield Block alone makes you immune to crits in 90% of situations. A community for World of Warcraft: Classic fans. So I played all through classic in 2019-Naxx, and I mostly played healers/casters. Members Online I leveled my druid from 80 to 85 purely by archeology trying to get the dwarf caster staff, and I still don't have the dwarf caster staff A community for World of Warcraft: Classic fans. Special attacks (yellow damage) are 9% hit cap with 300/300 weapon skill vs. 83% crit sure, some of the proposed changes might actually be questionable. In classic they found out we got an extra 1% from something I don't even remember. Stat values and weights are highly dynamic, meaning that the value of any stat is determined by the values of all of your other stats. They are abilities so 6% hit is their cap with 305+ weaponskill. 2 that are super, duper not-real. Soft cap is obviously 9%. Hit cap is 9% for yellow hits, you get 3% from weapon skill as human, 5% from talents for a total of 8%. Members Online WoW Classic (Cataclysm) Interactive Map Update - Locations of all Herb Nodes, Mining Veins, NPCs & Mobs, Quests Start / End & Required, Trainers, Repairers, Travel Routes & Fishing Pools. Problem is PvP. It's 100% going to happen on a boss for a non critical hit. Members Online Some of you are losing your minds at how strong Tank damage is right now because of Vengeance and I just want you to know that this is exactly how it works - Do not witch hunt your DPS players because of it. for a 2handed weapon, which ranged is counted as it's: 5% for enemy the same level as yours 6% for enemy 1 level above yours If Hit truely is useless in your set up, then your logic is right though the proc seems nice. It's just a normal hit. Just recently I have achieved a goal my mine and I wanted to share my own journey through classic with you. The often quoted 9% comes into play because your hit chance bonuses get reduced by 1% (flat) if you are below 305 weapon skill. Even on the chart of ap to crit on the fight club discord you can see the dropoff where the cap begins. With all this hit gear/weapon skill gear being added to these level up raids, and us not being level 60 what cap should we be looking for in gnomer/ currently in BFD? Hit loses a significant amount of value after poison hit cap but is not worthless until white hit cap which is much higher. Though is not necessary because you will use Heroic Strike and Hamstring as Horde to proc WF. However, your normal attacks still have an 18% chance to miss at that point. you will need to go through specific zones because the mobs are generally around a 5 level range per zone. Upvoted because your answer is the correct one! To add further explanation to this: Stacking Hit beyond 6% (5% from Precision, 1% from gear) still yields higher DPS, but other items with stats other than +hit% may increase your DPS more. When dual wielding assuming 305 skill with both weapons, 6% should still cap your yellow damage but white damage now requires a total of 19% hit to cap (Currently unattainable or nearly so. 15. You might not need it now, but as a tank you should always be ahead of your raid. You can think of it as scaling. However rogues get the 5% chance to hit if speced so Human rogues can take other talents than the 5 weapon skill and just need to be 1% away from skill hit cap (yellow damage). Long answer: With 5/5 precision and 305 weapon skill (combat spec) you only need 1% hit from gear to reach the yellow hit cap. 5% chance to miss. So a human with 305 Weaponskill only needs 8%(because the difference is <= 10) - the Hit he gets from the 5 weaponskill = 6%. As a main tank my crit cap is lower due parries, I know weapon skill does affect hit cap by 3%, how about crit cap? My guess it would be affected by the same amount of %hit, if I am fully buffed and overcapped my crit cap, adding +5 weapon skill will give me 3% hit and 3% more crit over my crit cap, as each %hit increases crit cap by 1%. 5% is expertise soft cap (when attacking from behind). My hit rating is 191. (pvp) Target level 61 = 5% chance to miss. And as for gear, I found shadowcraft at either 4/8 or 6/8 was very nice as I didn’t need hit either. Your hit cap would be 5. However, many fury warriors go above that. But only to a point. For an enemy 1 level higher than you, 4% Spell Hit is needed to cap. You will need 9% or 6%. When you sim crit capped the value of hit increases and crit goes down slightly. Below the cap, Hit rating is your most valuable stat in PvE but the relative stat weights still matter. It make it even. Spell hit cap is HIGHER THAN 8% you'd need MORE. Outside of those 8%, the rest is not super important, it's still a good dps stat, just not crazy. I can’t use EW helm because I’m wearing my scuba helmet. 7%expertise, but swapping most of my gear around to reach that goal gave me a massive downgrade in my overall attack power and crit, which led to much lower dps than just getting what I normally A Boss has a basic defense of 315. Fellow warriors I need help getting to the 6% hit cap, I have the 2 hit rings and trinket from WO and mara princess. Doesn’t seem significant but at level 60 when hit gear is readily available getting hit cap is usually required for pre-raid gear. Def cap > hit cap > expertise cap > 100% boss avoidance. 5% if attacking from behind. com Jun 3, 2019 · Blizzard has confirmed that the hit cap in Classic WoW is effectively 9% for a player with 300 Weapon Skill, fighting a level 63 monster with a Defense Skill of 315. You can also see I have 0/3 precision. As well as provides other DPS benefits. 2%, but effectively 6% since you can't really get 0. From my understanding, the melee hit cap has always been 5%, and that, for 2handers, this applies to both yellow and white hits. It’s not perfect but 1% hit usually means 1% more damage. Also a missed/resisted ability like Taunt, Sunder, Sheep or any other CC can cause a wipe. Hit cap for yellows with 305+ skill is 6%, hit cap for yellows with <305 skill is 9%. The actual Warrior set sucks for DPS. The same gear with 8% (with +7 damage Scope) will give you and average of 1028. These numbers assume 16/16 BiS and no wbuffs. in classic, you will start at level 1 and work your way up to level 80 in WOTLK. A few days ago, they wrote a post stating it was 8% but have now clarified it should be 9% in 1. So at 310 weapon skill your hit cap is 5. pfmenj tey olkze wbis rhwhj slmtzp ubmfa rpnq tck dtbq